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MWO Mechbay Program


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#41 SixstringSamurai

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Posted 05 November 2012 - 10:39 PM

Oh just noticed another thing since updating from .14 to .15: since I saw you hot fixed and wanted to verify that it was still there.


Chassis Name: Atlas
Model Name: AS7-D
Variant Name: Longshot2

Engine: 300 Reg Engine
Internal Type: Std Internals
Armor Type: Std Armor
Heat Sinks: 28 (12) Standard Heat Sinks

Tonnage: 99.00
Speed: 48.6 kph
Armor Total: 544
Alpha Strike Damage: 84.00
Alpha Strike Heat: 32.00
Firepower: 19.99 dps
Heat Efficiency: 36.34%
Effective Range of Loadout: 630m

Head: 18/18
Right Torso: 64/84
Right Rear Torso: 12/84
Center Torso: 104/124
Center Rear Torso: 20/124
Left Torso: 64/84
Left Rear Torso: 12/84
Right Arm: 68/68
Left Arm: 68/68
Right Leg: 57/84
Left Leg: 57/84

Right Arm:
ER Large Laser
Heat Sink

Left Arm:
Medium Laser
Heat Sink

Right Torso:
LRM Ammo
LRM Ammo
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink

Left Torso:
LRM15
LRM15
LRM Ammo
LRM Ammo
LRM Ammo
LRM Ammo
LRM Ammo

Center Torso:
Medium Laser
Medium Laser

Head:
Heat Sink

Right Leg:
Heat Sink
Heat Sink

Left Leg:
Heat Sink
Heat Sink

File created using MWO Mechbay

Okay so I loaded this build info from the .14 version which is the same file I noticed case wasn't listed. Case is equipped in the mechbay program and it is now a ton short. This build if you go in game is 100 tons with CASE however the Mechbay program is reporting that it is now 99 tons with the identical loadout (CASE included).

I even toggled stuff off and on it again including Heat Sinks and Engine to see if it was just a bug with loading a file from a previous version and its still reporting 99 tons.

Edited by SixStringSamurai, 05 November 2012 - 11:44 PM.


#42 Hex Pallett

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Posted 05 November 2012 - 11:25 PM

Why is this not pinned?

#43 Minos Murdoc

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Posted 06 November 2012 - 02:11 AM

Cheers guys keep up the great work

#44 Quicksilver Aberration

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Posted 06 November 2012 - 08:59 AM

View PostSixStringSamurai, on 05 November 2012 - 10:39 PM, said:

Oh just noticed another thing since updating from .14 to .15: since I saw you hot fixed and wanted to verify that it was still there.
Okay so I loaded this build info from the .14 version which is the same file I noticed case wasn't listed. Case is equipped in the mechbay program and it is now a ton short. This build if you go in game is 100 tons with CASE however the Mechbay program is reporting that it is now 99 tons with the identical loadout (CASE included).

I even toggled stuff off and on it again including Heat Sinks and Engine to see if it was just a bug with loading a file from a previous version and its still reporting 99 tons.

Yes, it will be fixed in the next version, it is because I changed some things around for CASE and forgot to modify certain algorithms with it. When loading a mech with CASE it isn't adding the tonnage (or criticals) for CASE.

While it is a simple fix, I figured I'd just wait to include it with the update that is bound to happen after the patch today.

#45 Jace11

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Posted 06 November 2012 - 02:06 PM

Just a line to say thank you.

#46 Quicksilver Aberration

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Posted 06 November 2012 - 04:04 PM

Updated to version 5.3.16.

Updates
*Added an Artemis IV check box.
*Added a Critical Progress Bar (not really necessary, but was a simple add)
*Added Cost Labels to the main page layout rather than the stock info.

Changes
*Minor GUI tweaks
*Overwrote all the classes with the new structure from the Statlab
*Due to the change in classes, some things didn't add up right, and it has screwed up the loading process.
*Saving was also disabled to make sure no one was saving files that may need to be updated once the loading process is fixed anyway.
*Stock Info Dialog was also removed, hopefully Ill be able to integrate the current version of the Statlab so this isn't a huge loss.

Fixes
*Were loading kept in, CASE no adding the correct tonnage when loading would've been solved.
*DHS are being treated with the correct in-game heat dissipation.
*Centurion CN9-D now has the correct hardpoints.

Known Issues
*Heat Sinks not properly being removed when increasing engine size, linked to the change in classes, will be fixed soon.

Edited by majora incarnate, 06 November 2012 - 10:42 PM.


#47 ian davion

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Posted 06 November 2012 - 11:39 PM

majora incarnate, I just want you to know that you are awesome. Thank you for your programs.

#48 Murilo Specht

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Posted 07 November 2012 - 05:19 AM

I love this program, but with the latest version, I noticed that when you reduce the number of heatsinks, they stay on your mech, can you check that out?

#49 Quicksilver Aberration

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Posted 07 November 2012 - 08:05 AM

View PostMurilo Specht, on 07 November 2012 - 05:19 AM, said:

I love this program, but with the latest version, I noticed that when you reduce the number of heatsinks, they stay on your mech, can you check that out?

Majora Incarnate said:

Known Issues
*Heat Sinks not properly being removed when increasing engine size, linked to the change in classes, will be fixed soon.

They are related issues, just didn't think it was as expansive.

Edited by majora incarnate, 07 November 2012 - 08:06 AM.


#50 Metafox

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Posted 07 November 2012 - 10:19 AM

I really appreciate your work on this program. I've noticed an issue that hasn't been fixed: The mechbay program shows an extra energy hardpoint on the CDA-3M. The MWO mechlab says it has 4 energy hardpoints while the mechbay program says that it has 5 energy hardpoints. I haven't bought the 3M yet, so I suppose it might just be an error in the mechlab.

#51 New Day

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Posted 07 November 2012 - 10:32 AM

When switching from DHS to HS, you get an additional DHS for no weight which you can't rmove expect by changing mech.

#52 Quicksilver Aberration

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Posted 07 November 2012 - 01:25 PM

Hotfix Version 5.3.17

Fixes
*Double Heat Sinks not being remove correctly, should be fixed (should being the operative word here)
*CDA-3M having too many energy hardpoints
*Stalker variants moved to the confirmed list, as files are currently in the game for them.

#53 Gristle

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Posted 07 November 2012 - 05:25 PM

Love the mechbay program, but noticed the File -> Save, File -> Load menus are greyed out. Will these functions be coming back? What about the Stock Info button in the Stat Lab?

#54 Quicksilver Aberration

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Posted 07 November 2012 - 05:57 PM

View PostGristle, on 07 November 2012 - 05:25 PM, said:

Love the mechbay program, but noticed the File -> Save, File -> Load menus are greyed out. Will these functions be coming back? What about the Stock Info button in the Stat Lab?

majora incarnate said:

*Due to the change in classes, some things didn't add up right, and it has screwed up the loading process.
*Saving was also disabled to make sure no one was saving files that may need to be updated once the loading process is fixed anyway.
*Stock Info Dialog was also removed, hopefully Ill be able to integrate the current version of the Statlab so this isn't a huge loss.

The stock info was removed because the classes didn't support it, they could've, but that would require a lot of tedium I was not up for.
Now the mechlab loading the stock variant each time you select a mech is another story, that will be one of the things I look at next.

Side Note: All but the CTF-4X is correct for the Cataphract (they updated the Cataphract files in the client, thus how I confirmed such details).

Edited by majora incarnate, 07 November 2012 - 05:58 PM.


#55 Gristle

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Posted 07 November 2012 - 07:25 PM

View Postmajora incarnate, on 07 November 2012 - 05:57 PM, said:

The stock info was removed because the classes didn't support it, they could've, but that would require a lot of tedium I was not up for.
Now the mechlab loading the stock variant each time you select a mech is another story, that will be one of the things I look at next.

Side Note: All but the CTF-4X is correct for the Cataphract (they updated the Cataphract files in the client, thus how I confirmed such details).


DOH! Totally missed that in the release notes.

#56 Strahd1

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Posted 07 November 2012 - 07:51 PM

great program.

Bug report: The AWS-9M Mechlab paper doll does not show the AMS hardpoint anywhere.

#57 Kmieciu

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Posted 08 November 2012 - 03:28 AM

I think the internal structure numbers are incorrect.
According to MDF files evey mech has 15 internal points in the head.

<Component Name="head" Slots="6" HP="15" RenderFlag="2">

You should also check the other slots. It seems you display the numbers for the armor twice instead of the numbers for internals.

#58 Quicksilver Aberration

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Posted 08 November 2012 - 08:52 AM

lol, nice catch.
It is because it isnt actually using internal numbers, for some reason I had the internal bars using armor values instead.

#59 Kmieciu

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Posted 08 November 2012 - 09:22 AM

While fixing it move one energy hardpoint on DGN-1N from right torso to left torso

<Component Name="left_torso" Slots="12" HP="28">
   <Hardpoint ID="11" Type="1" Slots="1" lookAim="0"/> <!-- Medium Laser -->
  </Component>
  <Component Name="right_torso" Slots="12" HP="28">
   <Piece><Attachment AName="torso_right"/></Piece>
   <Hardpoint ID="14" Type="4" Slots="1" lookAim="0" maxfiringangle="180"/> <!-- AMS -->
  </Component>


#60 Quicksilver Aberration

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Posted 08 November 2012 - 11:12 AM

Again nice catch, I don't know how I made all these typos.

Slight update, will probably be releasing this version into a suite, the launcher will be basic and will need to be made more fancy, but it works, so......yea





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